The T-34 changes were made because Soviet players were complaining that the T-34 was massively underperforming, especially against P-IVs. Not because Ostheer players complained about ramming. It's effectively changed it from Soviet T3 hard countering Panthers, Tigers and Elephants and being useless against Panzer IVs, Ostwinds and Stugs to making T3 viable against both Ostheer tech paths while not being excessively strong against either of them.
Currently ram is a 100% chance on Tier 3 vehicles, and a better than 50% chance on pretty much everything short of an elephant, even frontally. If you don't want to risk having a ram do nothing, don't frontally ram a tank which costs 600mp and 200 fuel and expect it to completely disable it every time.
Edit: and yeah, DanielD's post above sums it up.
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Post History of Blovski
Thread: Frustrated26 Oct 2013, 20:10 PM
In: COH2 Gameplay |
Thread: Frustrated26 Oct 2013, 15:20 PM
As you know perfectly well, the SU-85 nerf and the ram changes came with a massive buff to the damage of the T-34, which has made it a *lot* more viable. Von has been doing that 5 conscript PPSH T70 strat since the Beta. Recently he's been mixing it up with the new Shock Motor commander. I don't entirely get the OP's point... imo, balance and the game has been improved with every patch with the exception of the new DLC commanders, which is cause for optimism. It's still not perfect but I think it's almost always going in the right direction, which is a good sign. In: COH2 Gameplay |
Thread: Still worth investing time and energy into COH2?26 Oct 2013, 03:13 AM
Come beta, the game felt very much like that, but there were tentative issues with some of the features that seemed as if they were simplified or removed from the core of vCoH both gameplay wise and online game-wise: Linear commander choices instead of doctrines, the whole bulletins thing, no fixed start locations on maps, no custom lobbies, no random faction choice, to name some. And this is placing all balancing issues aside (especially as far as competitive gameplay goes). The reality that it was only in beta kept spirits high for the game: these will be resolved by release. None of them were, and the only real changes that occurred in multiplayer between beta to release were minor balancing of artillery stats and Flame HT reload rate. I would note they have addressed issues like the crazy upkeep of closed beta and the lack of map vetoes (and I think the map pool has expanded at a basically reasonable rate for 1v1), so I'm optimistic about the prospects of them filling out the game's feature list eventually. I'm hoping a combination of a substantial patch and a good SNF season will do wonders for the meta. I agree the handling of paid DLC and CE customers could have been much better. In: Lobby |
Thread: Reducing Random Events25 Oct 2013, 20:17 PM
After around 400 hours of game time since beta a few things stick out to me like a sore thumb. I kind of think this isn't a hugely common issue right now. Making units keep in cover better (like, say, DOW 2) would probably have a bigger effect. 2. Pio/Enigneer BBQ Banaza! My personal preference is to make an engi flamethrower only destructible if the squad is reduced to one or no models by the loss (meaning, a responsible retreat can reliably protect you from the gamble) but I absolutely agree this is one of the most egregious RNG things. 3. Engine Damage and Blitzkrieg Heavy engine damage from AT nades and fausts just needs to go. Otherwise I'm not too fussed about making mines that much more consistent... they already seem to work for me. And cut engine damaged blitzkrieg as well. That's just silly. The biggest RNG thing I want to see addressed right now is the building crits and health operating very strangely. In: COH2 Balance |
Thread: PPsh Upgrade25 Oct 2013, 16:40 PM
Seems like a bad idea to balance the LMG against a doctrinal upgrade. My main concern is that 1 CP PPSH would be a bit OP against things that *aren't* LMG grens and that Soviet non-PPSH commanders are going to end up still more underused than they currently are. Edit: I seem to find the PPSH makes conscripts way more cost effective than Pgrens, for instance. Having it come out earlier than the Pgrens is just going to mess things up. In: COH2 Balance |
Thread: The game IS a click fest now25 Oct 2013, 16:36 PM
I am explaining the difference between COH2 and COH to someone who didn't play it and asked for explanation........ Ahk. Snipers - my argument is that the cloaking being dependent on cover makes using them against *any* unit more of a matter of positioning, while in VCoH you basically only had to worry about other snipers most of the time, and since you could see over any obstructions they were harder to flank by tactical play. There is still some countersniping play... I don't think people in general have got their sniper use to the level where they're executing it well right now. In general I'm kind of glad the mid game has gone beyond both sides trying to kill a sniper but that's just my preference. Vehicles - yeah, you were more likely to have the PAK/shrek combo when an M8 hit the field. Also, both sides used mines properly so it was always riskier. I think CoH 2's reliable engine-crit fausts, true sight and AT nades do compensate for that though. Map control to get a King Tiger... have to admit it was a rare game where I found that to be a problem. Because it didn't cost fuel it was rarely a serious problem getting one if you lasted that long in the game. In: COH2 Gameplay |
Thread: German IMBA25 Oct 2013, 04:53 AM
Prediction: The replay will show a Soviet team of four random low-skill players start off OK then lose thanks to a lack of coordination, strategic planning and using SU-85s really really badly. Ratibor will present this as something being wrong with some element of the Ostheer, often mentioning things which don't turn up in the game in question. In: Replays |
Thread: The game IS a click fest now25 Oct 2013, 04:34 AM
Much as the VCoH argument is the more interesting one, Sluz's OP was about COH 2 as opposed to COH 2 a couple of months back being a 'clickfest'. I completely do not buy VCoH requiring less clicks/micro/control/whatever you want to term it than CoH 2 (for instance, ketten/jeep/bike pushing was more clickfesty than anything in the early game now) - in many ways it felt a bit more demanding on account of the lethality. Baba, CoH 2 snipers require *far* better positioning than VCoH snipers ever did, because their magic cloaking is now conditional. Also they're a much more vulnerable unit in general. I don't really get your idea that vehicle micro and positioning is less important or involves less caution and risk-taking than VCoH. Other than blitzing with a damaged engine and random heavy crits there's nothing to make it too different. I think on those fronts you're maybe mistaking the fact that people aren't playing at the level they played VCoH yet for a fundamental lack of depth in the game. (and with a T-70, you have to consider, non-exhaustively - avoid suspected teller mines, don't get ambushed and fausted from behind a hedge due to truesight, are there shreks or a pak around, can you get around the PAK, are the shreks in a position where you can approach them at max range and kite a little, is vehicle repair worth it to get you back in the fight more quickly, do you prioritise trying to get the kill on light vehicles which you don't have another counter to or going after infantry, how far do you pursue, if the opponent is entrenched, do you try to scope it out with the recon ability, can you lure the first P-IV onto mines or into an AT gun/nade to give your T-70 some more infantry killing time until it's repaired... all of that is positioning and tactical judgment) The infantry game... it's more the low lethality of the base units than the cover system that is the change. How you can scale them up without making LMGs, shocks or pgrens just stupidly deadly I do not know. Also the fact that both sides have grenades available very early, and the importance of buildings as a positional tool. Not that there aren't things I prefer about VCoH (more global upgrades, BARs, far better designed doctrines) but I think a lot of it played more artificially and less tactically than people remember. Where in COH you had to think how to maintain your fuel and pop cap to pull out that tiger, In CoH you had to not spend any manpower for a couple of minutes, not get all your sectors cut off and then throw away infantry until you could pull a king tiger out of nowhere. It required no fuel control, and you only needed the population for the split second to deploy it. Personally, I'd like flamers to not explode randomly until the squad is below half its models so as an early game upgrade they don't get neutralised by the first loss the squad sustains. I think that'd add some variety to the early game. In: COH2 Gameplay |
Thread: need more pop for 1V125 Oct 2013, 00:28 AM
I am hitting the popcap slightly more than I'd expect to with any doctrine involving heavy tanks or the PAK 43 or Howie or something. Dunno if that's a bad sign. In: Lobby |
Thread: German sniper survivability23 Oct 2013, 14:47 PM
soviet snipers also die to 1 mortar fire, and many other stuff. Sometimes, but not invariably as the Ostheer sniper does. It's fairly rare for one tank shell to kill both Soviet snipers in my experience. Mortars do somewhat more frequently but only if it's a direct hit. In: COH2 Balance |
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